Garou: Mark of the Wolves/Freeman

From SuperCombo Wiki

Introduction

A Criminal in Second South that had a similar look about a fusion of Iori and Benimaru.

Later,in KOF 12 Iori based his new non-flame moveset about him.

Gameplay

Freeman's gameplan is to use his good burst movement and normals to establish pressure with his rekkas and to confirm into his Full Blast super.

Strengths Weaknesses
  • Decent far-reaching normals for poking, alongside fast and advantageous normals for pressuring in close range
  • Rekkas are very versatile; used for combos, pressure, defense (guard cancels), and meter building
  • Can convert into his Full Blast super move from a decently far range
  • Practically no conversions off a hop
  • No invincible reversal
  • A lot of useless or bad special moves, including his break move and counter super
  • Somewhat limited anti-air and air-to-air options
  • British
MOTW Freeman Art.png



Character Colors

Freemancolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/28.html and https://w.atwiki.jp/garoumow/pages/75.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.

Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing Crouching Dashing Jumping Landing Taunting
Garou Freeman Stand.png Garou Freeman Crouch.png Garou Freeman Dash.png Garou Freeman Jump.png Garou Freeman Landing.png Garou Freeman Taunt.png
The only step dash that gets cancelled by returning to neutral.
Freeman can't re-dash with reversal timing.
37F (backwards jump 35F). Freeman is invincible below the waist when landing from an empty jump.

Close Standing Normals

Close 5A

c.5A
Garou Freeman c5A.png
c.5A Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 4

Standing jab. Proximity normal, so tricky to get in range for but good nonetheless.

Last 2F of recovery has full-body invincibility.

c.5A>A Damage Guard Startup Active Recovery Total
4, 9 HL 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X X 4, 9

Target combo from cl.5A.

c.5A>A>A Damage Guard Startup Active Recovery Total
4, 9, 8 HL 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X 4, 9, 9

Target combo from cl.5A. Bad damage and you're minus in hit, never do this

Close 5B

c.5B
Garou Freeman c5B.png
Damage Guard Startup Active Recovery Total
6 Mid 3 4 5 12
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Very fast, advantageous move. Proximity normal, so tricky to get in range for, but useful for pressure and hitconfirms.


Close 5C

c.5C
Garou Freeman c5C.png
Damage Guard Startup Active Recovery Total
10 Mid 7 3 25 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-7 -7 5

Very unsafe, but feint cancelling it makes it very plus and helpful for punishes

Close 5D

c.5D
Garou Freeman c5D.png
Garou Freeman c5D 1.png
Damage Guard Startup Active Recovery Total
6, 6 Mid 4 3, 3 20 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 3, 3

Decent proximity normal. Your heavy hitconfirm of choice, as FCing this gives you enough time to link into 2C for optimal punishes. Make sure to cancel before the second hit.


Far Standing Normals

Far 5A

f.5A
Garou Freeman f5A.png
f.5A Damage Guard Startup Active Recovery Total
5 Mid 4 4 12 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 4

Average far jab. Decent ground poke, but moreso valuable as a fast anti air, even if mediocre

f.5A>A Damage Guard Startup Active Recovery Total
5, 8 Mid 3 3 17 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 X X 4, 9

Target combo from f.5A.


Far 5B

f.5B
Garou Freeman f5B.png
Damage Guard Startup Active Recovery Total
7 Mid 5 4 16 25
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 4

Standing poke with speed, cancellable and actually a good hitbox to beat lows. Has a good bunch of recovery and is vrry minus, so be sure to always buffer rekkas, and dont throw this out often


Far 5C

f.5C
Garou Freeman f5C.png
Garou Freeman f5C 1.png
Damage Guard Startup Active Recovery Total
14 Mid 9 3, «2», 4 11 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X 5

One of Freeman's few anti air options. While it may be a bit slow, its got solid hitboxes and is plus on block, without too much recovery.


Far 5D

f.5D
Garou Freeman f5D.png
Damage Guard Startup Active Recovery Total
14 Mid 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X 5


Crouching Normals

2A

2A
Garou Freeman 2A.png
Damage Guard Startup Active Recovery Total
4 Mid 5 4 6 15
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4


2B

2B
Garou Freeman 2B.png
Damage Guard Startup Active Recovery Total
6 Low 4 4 6 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 4

Your typical crouching B, which means its great for pressure, combos and poking. Doesn't self-chain, but can still link into itself. Combos into rekkas and Full Blast.


2C

2C
Garou Freeman 2C.png
Damage Guard Startup Active Recovery Total
10 Mid 6 2 15 23
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 5

Great normal: very plus on block/hit at +4 (enough for a 2b to be a combo), deals good damage and combos into damaging confirms like Nightmare A. Has decent range and good ground priority.

2D

2D
Garou Freeman 2D.png
Damage Guard Startup Active Recovery Total
10 Low 10 3 28 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 X X 5


Jumping Normals

jA

j.A
Garou Freeman jA.png
Damage Guard Startup Active Recovery Total
6 High 4 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

Quick air move with decent hitbox for meeting opponents in the air


jB

j.B
Garou Freeman jB.png
Damage Guard Startup Active Recovery Total
6 High 5 9 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 4

More range but the hurtbox is also extended. Decent quick jump-in and alternative air poke


jC

j.C
Garou Freeman jC.png
Damage Guard Startup Active Recovery Total
10 High 9 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5

Good aggressive air normal, for air-to-ground approaches. Slower, but better hitbox

Can beat out upper-body evasion attacks.


jD

j.D
Garou Freeman jD.png
Damage Guard Startup Active Recovery Total
10 High 10 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 5


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Freeman 5AB.png
Damage Guard Startup Active Recovery Total
10 Overhead 21 3 17 41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X 6

Pretty slow and fairly reactable, ignore this generally.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Freeman 2AB.png
Damage Guard Startup Active Recovery Total
10 Mid 8 3 20 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-4 +2 X 6

1~6F of upper body invincibility. Last 3F has full-body invincibility.


T.O.P. Attack (CD)

Overkill (T.O.P. Attack)
C+D (T.O.P. Only)
Garou Freeman CD.png
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 16 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 25

Used as an ender for guard crush setups, which allows Freeman to convert into a full combo upon a successful guard crush. This is usually done by cancelling into the move from a heavy normal, so that it is a true blockstring.

Throws

Ground Throw

Gorefest
Close 4/6C
Garou Freeman Throw.png
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+73 - - - -

Typical throw with no particular characteristics

Feint Cancels

Forward Feint (6AC)

6A+C
Forward Feint
Garou Freeman 6AC.png
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the animation of a delayed Full Blast after blackout.


Down Feint (2AC)

2A+C
Down Feint
Garou Freeman 2AC.png
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Phobia (and to a less extent Nightmare). Has upper-body invincibility when his body is lowered.


Special Moves

V.O.D. (214P)

V.O.D.
214A/C * 3
Garou Freeman 214P.png
A Damage Guard Startup Active Recovery Total
8 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 2
  • Freeman's rekka series, easily his best special move.
  • He can cancel each rekka into a follow-up of whatever strength (e.g. Freeman can do 214A > 214A > 214C as a string). Each rekka is also whiff cancellable.
  • Rekkas are often used for combos, pressure, and defense, as well as occasionally for poking and meter building in neutral.

The first part of Freeman's light rekka, it's +1 on block and starts up rekka offense. Combos from both light and heavy normals. Great as a guard cancel, which can also work as an anti-air against an opponent's jump normal.

...>A Damage Guard Startup Active Recovery Total
8 Low - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
0 0 - - 2

The second hit of Freeman's rekka. It's 0 on block, making it great for pressure and ending blockstrings safely. Also Freeman's only low-hitting rekka.

...>...>A Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 3

Third part of Freeman's light rekka, knocks the opponent far away on hit but is very punishable on block. Not much use over his C rekka ender.

C Damage Guard Startup Active Recovery Total
8 Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 3

Has slightly more range but slower startup than the A version. Can be used to frame trap the opponent if cancelled into from a light normal. Combos from heavy normals.

...>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -12 - - 3

Second hit of Freeman's heavy rekka. Much more unsafe if used to end with and not a low. No real benefit over the A version, avoid using this.

...>...>C Damage Guard Startup Active Recovery Total
8 Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - 3

Final hit of Freeman's heavy rekka. Better than the A rekka ender, since it launches opponents into the air for a closer knockdown. It's only -1 on block, which makes it effectively safe (even against 0f supers if you backdash), making it a safe way to end blockstring pressure safely.

Nightmare (236P)

Nightmare
236A/C
Garou Freeman 236P 1.png
Garou Freeman 236P.png
A Damage Guard Startup Active Recovery Total
17 Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 7

Freeman slides back a short distance before dashing in with a slash attack. Has 1~12F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs. It can also be used as a combo ender from a from heavy normal, but is generally less optimal than ending with his rekka.

C Damage Guard Startup Active Recovery Total
21 Mid 28 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 8

Has 1~20F upper-body invincibility during its startup, which can be used to dodge and punish some moves in neutral, such as fireballs.

Crow (214K)

Crow
214B/D
Garou Freeman 214B.png
B
Garou Freeman 214D.png
D
B Damage Guard Startup Active Recovery Total
9, 9 High 29 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4, 4

Freeman leaps into the air to do an overhead slash attack. The move is safe on block, but the startup is fairly slow, making it relatively easy to react to. However, it can be used to condition the opponent to stand block, in order to successfully land his Morbid Angel command grab.

D Damage Guard Startup Active Recovery Total
10, 10 High 41 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 - - 4, 4


Phobia (623P)

Phobia
623A/C
Garou Freeman 623A.png
A
Garou Freeman 623C.png
C
A Damage Guard Startup Active Recovery Total
18 Mid 17 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - 7

An anti-air slash, but too slow to be reliable, even with upper-body invincibility frames on startup (4~11F). Punishable on hit when on the ground, so unsuitable for ground combos, but leads to a close knockdown if the opponent is airborne.

C Damage Guard Startup Active Recovery Total
22 Mid 20 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 8

More damage and upper-body invincibility frames on startup (4~15F), as well as being safer, but even slower.


Morbid Angel (41236K)

Morbid Angel
41236B/D (Break OK)
Garou Freeman 41236B.png
B
Garou Freeman 41236D.png
D
B Damage Guard Startup Active Recovery Total
21 - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
B Break Damage Guard Startup Active Recovery Total
- - 25 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

Freeman leaps into the air for a slow command grab that will whiff on crouching opponents or if the opponent is too close to the corner. Fairly gimmicky, but can be converted into his rekka or Full Blast super on break for good damage. Best used when cancelled into from a normal such as cl.B, after conditioning the opponent to block with frame traps. It can also be used as an optimal punish as a guard cancel against certain moves.

D Damage Guard Startup Active Recovery Total
21 - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -
D Break Damage Guard Startup Active Recovery Total
- - 27 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+13 - - - -

Has more range than the B version, but slower startup. Freeman is unable to guard cancel with this move (for some reason).

Super Moves

Full Blast (236236P)

Full Blast
236236A/C
Garou Freeman 236236A.png
A
Garou Freeman 236236C.png
C
A
(Can Hold A)
Damage Guard Startup Active Recovery Total
33 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -7 - - 15

1~8F full-body invincibility. Projectile hitbox/hurtbox. Freeman's main super to use in combos. It can be hit confirmed into from two or more hits of his light normals and will combo from max range of his 5A. It can also be used as a guard cancel to punish fireballs if within range. Surprisingly safe on block if spaced.

When the button is held, startup can be delayed 1~48F max after blackout.

C
(Can Hold C)
Damage Guard Startup Active Recovery Total
23, 26 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - 15×2

1~11F full-body invincibility. Attack guaranteed to go through entire startup and come out. Has a projectile hitbox/hurtbox. One of the better 2 bar supers in this game due to its respectable damage. More damaging than the A version but be wary of the opponent's follow-up trajectory if used in juggles as it is possible for the first and/or second hit to whiff.

When the button is held, startup can be delayed 1~48F max after blackout.


Creeping Death (236236K)

Creeping Death
236236B/D
Garou Freeman 236236K.png
Counter
Garou Freeman 236236K 1.png
Activation
B Damage Guard Startup Active Recovery Total
33 - 7 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

Freeman's counter super - after a few frames of invulnerability, he quickly walks forward for a short distance. Once hit (and if the opponent is in range), the super flash activates and he will go into the full animation of the super. Counters highs, mids, and lows and is generally very consistent once triggered, although there is a small gap between startup and counter activation where Freeman is vulnerable. This makes the move high-risk and high-reward, but the slow startup and the gap of vulnerability make it fairly unreliable and gimmicky.

1~6F full-body invincibility, 8~39F full-body counter.

D Damage Guard Startup Active Recovery Total
7×5, 25 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

A bit riskier than the B version for more damage. 1~9F full-body invincibility, 10~36F full-body counter.


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